// Default Vertex Shader

cbuffer MatrixBuffer : register(b0)
{
	row_major float4x4 WorldViewProj	: WORLDVIEWPROJECTION;
};

struct VsInput
{
	float4 P 	: POSITION;
};

struct VsOutput
{
	float4 P 	: SV_POSITION;
	float3 T 	: TEXCOORD;
};

VsOutput main(VsInput input)
{
	VsOutput output = (VsOutput) 0;

	// Output
	output.P = mul(input.P, WorldViewProj).xyww;
	output.T = input.P.xyz;
	
	return output;
}